* Made a few additions to the file formats reference.
[supertux.git] / src / game_session.cpp
1 //  $Id$
2 // 
3 //  SuperTux
4 //  Copyright (C) 2000 Bill Kendrick <bill@newbreedsoftware.com>
5 //  Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
6 //  Copyright (C) 2004 Ingo Ruhnke <grumbel@gmx.de>
7 //
8 //  This program is free software; you can redistribute it and/or
9 //  modify it under the terms of the GNU General Public License
10 //  as published by the Free Software Foundation; either version 2
11 //  of the License, or (at your option) any later version.
12 //
13 //  This program is distributed in the hope that it will be useful,
14 //  but WITHOUT ANY WARRANTY; without even the implied warranty of
15 //  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 //  GNU General Public License for more details.
17 // 
18 //  You should have received a copy of the GNU General Public License
19 //  along with this program; if not, write to the Free Software
20 //  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
21 #include <config.h>
22
23 #include <iostream>
24 #include <fstream>
25 #include <sstream>
26 #include <cassert>
27 #include <cstdio>
28 #include <cstdlib>
29 #include <cmath>
30 #include <cstring>
31 #include <cerrno>
32 #include <unistd.h>
33 #include <ctime>
34 #include <stdexcept>
35
36 #include <SDL.h>
37
38 #include "game_session.hpp"
39 #include "video/screen.hpp"
40 #include "audio/sound_manager.hpp"
41 #include "gui/menu.hpp"
42 #include "sector.hpp"
43 #include "level.hpp"
44 #include "tile.hpp"
45 #include "player_status.hpp"
46 #include "object/particlesystem.hpp"
47 #include "object/background.hpp"
48 #include "object/tilemap.hpp"
49 #include "object/camera.hpp"
50 #include "object/player.hpp"
51 #include "lisp/lisp.hpp"
52 #include "lisp/parser.hpp"
53 #include "resources.hpp"
54 #include "worldmap.hpp"
55 #include "misc.hpp"
56 #include "statistics.hpp"
57 #include "timer.hpp"
58 #include "object/fireworks.hpp"
59 #include "textscroller.hpp"
60 #include "control/codecontroller.hpp"
61 #include "control/joystickkeyboardcontroller.hpp"
62 #include "main.hpp"
63 #include "file_system.hpp"
64 #include "gameconfig.hpp"
65 #include "gettext.hpp"
66
67 // the engine will be run with a logical framerate of 64fps.
68 // We chose 64fps here because it is a power of 2, so 1/64 gives an "even"
69 // binary fraction...
70 static const float LOGICAL_FPS = 64.0;
71
72 GameSession* GameSession::current_ = 0;
73
74 GameSession::GameSession(const std::string& levelfile_, GameSessionMode mode,
75     Statistics* statistics)
76   : level(0), currentsector(0), mode(mode),
77     end_sequence(NO_ENDSEQUENCE), end_sequence_controller(0),
78     levelfile(levelfile_), best_level_statistics(statistics),
79     capture_demo_stream(0), playback_demo_stream(0), demo_controller(0)
80 {
81   current_ = this;
82   currentsector = 0;
83   
84   game_pause = false;
85   music_playing = false;
86   fps_fps = 0;
87
88   context = new DrawingContext();
89
90   restart_level();
91 }
92
93 void
94 GameSession::restart_level()
95 {
96   game_pause   = false;
97   exit_status  = ES_NONE;
98   end_sequence = NO_ENDSEQUENCE;
99
100   main_controller->reset();
101
102   delete level;
103   currentsector = 0;
104
105   level = new Level;
106   level->load(levelfile);
107
108   global_stats.reset();
109   global_stats.set_total_points(COINS_COLLECTED_STAT, level->get_total_coins());
110   global_stats.set_total_points(BADGUYS_KILLED_STAT, level->get_total_badguys());
111   //global_stats.set_total_points(TIME_NEEDED_STAT, level->timelimit);
112
113   if(reset_sector != "") {
114     currentsector = level->get_sector(reset_sector);
115     if(!currentsector) {
116       std::stringstream msg;
117       msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
118       throw std::runtime_error(msg.str());
119     }
120     currentsector->activate(reset_pos);
121   } else {
122     currentsector = level->get_sector("main");
123     if(!currentsector)
124       throw std::runtime_error("Couldn't find main sector");
125     currentsector->activate("main");
126   }
127   
128   if(mode == ST_GL_PLAY || mode == ST_GL_LOAD_LEVEL_FILE)
129     levelintro();
130
131   if (!music_playing)
132   {
133     currentsector->play_music(LEVEL_MUSIC);
134     music_playing = true;
135   }
136
137   if(capture_file != "")
138     record_demo(capture_file);
139 }
140
141 GameSession::~GameSession()
142 {
143   delete capture_demo_stream;
144   delete playback_demo_stream;
145   delete demo_controller;
146
147   delete end_sequence_controller;
148   delete level;
149   delete context;
150
151   current_ = NULL;
152 }
153
154 void
155 GameSession::record_demo(const std::string& filename)
156 {
157   delete capture_demo_stream;
158   
159   capture_demo_stream = new std::ofstream(filename.c_str()); 
160   if(!capture_demo_stream->good()) {
161     std::stringstream msg;
162     msg << "Couldn't open demo file '" << filename << "' for writing.";
163     throw std::runtime_error(msg.str());
164   }
165   capture_file = filename;
166 }
167
168 void
169 GameSession::play_demo(const std::string& filename)
170 {
171   delete playback_demo_stream;
172   delete demo_controller;
173   
174   playback_demo_stream = new std::ifstream(filename.c_str());
175   if(!playback_demo_stream->good()) {
176     std::stringstream msg;
177     msg << "Couldn't open demo file '" << filename << "' for reading.";
178     throw std::runtime_error(msg.str());
179   }
180
181   Player& tux = *currentsector->player;
182   demo_controller = new CodeController();
183   tux.set_controller(demo_controller);
184 }
185
186 void
187 GameSession::levelintro()
188 {
189   char str[60];
190
191   DrawingContext context;
192   for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
193       i != currentsector->gameobjects.end(); ++i) {
194     Background* background = dynamic_cast<Background*> (*i);
195     if(background) {
196       background->draw(context);
197     }
198   }
199
200 //  context.draw_text(gold_text, level->get_name(), Vector(SCREEN_WIDTH/2, 160),
201 //      CENTER_ALLIGN, LAYER_FOREGROUND1);
202   context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
203       LAYER_FOREGROUND1);
204
205   sprintf(str, "TUX x %d", player_status->lives);
206   context.draw_text(white_text, str, Vector(SCREEN_WIDTH/2, 210),
207       CENTER_ALLIGN, LAYER_FOREGROUND1);
208
209   if((level->get_author().size()) && (level->get_author() != "SuperTux Team"))
210     //TODO make author check case/blank-insensitive
211     context.draw_text(white_small_text,
212       std::string(_("contributed by ")) + level->get_author(), 
213       Vector(SCREEN_WIDTH/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1);
214
215
216   if(best_level_statistics != NULL)
217     best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
218
219   context.do_drawing();
220
221   wait_for_event(1.0, 3.0);
222 }
223
224 void
225 GameSession::on_escape_press()
226 {
227   if(currentsector->player->is_dying() || end_sequence != NO_ENDSEQUENCE)
228     return;   // don't let the player open the menu, when he is dying
229   
230   if(mode == ST_GL_TEST) {
231     exit_status = ES_LEVEL_ABORT;
232   } else if (!Menu::current()) {
233     Menu::set_current(game_menu);
234     game_menu->set_active_item(MNID_CONTINUE);
235     game_pause = true;
236   } else {
237     game_pause = false;
238   }
239 }
240
241 void
242 GameSession::process_events()
243 {
244   Player& tux = *currentsector->player;
245   main_controller->update();
246
247   // end of pause mode?
248   if(!Menu::current() && game_pause) {
249     game_pause = false;
250   }
251
252   if (end_sequence != NO_ENDSEQUENCE) {
253     if(end_sequence_controller == 0) {
254       end_sequence_controller = new CodeController();
255       tux.set_controller(end_sequence_controller);
256     }
257
258     end_sequence_controller->press(Controller::RIGHT);
259     
260     if (int(last_x_pos) == int(tux.get_pos().x))
261       end_sequence_controller->press(Controller::JUMP);    
262     last_x_pos = tux.get_pos().x;
263   }
264
265   main_controller->update();
266   SDL_Event event;
267   while (SDL_PollEvent(&event)) {
268     /* Check for menu-events, if the menu is shown */
269     if (Menu::current())
270       Menu::current()->event(event);
271     main_controller->process_event(event);
272     if(event.type == SDL_QUIT)
273       throw std::runtime_error("Received window close");  
274   }
275
276   // playback a demo?
277   if(playback_demo_stream != 0) {
278     demo_controller->update();
279     char left = false;
280     char right = false;
281     char up = false;
282     char down = false;
283     char jump = false;
284     char action = false;
285     playback_demo_stream->get(left);
286     playback_demo_stream->get(right);
287     playback_demo_stream->get(up);
288     playback_demo_stream->get(down);
289     playback_demo_stream->get(jump);
290     playback_demo_stream->get(action);
291     demo_controller->press(Controller::LEFT, left);
292     demo_controller->press(Controller::RIGHT, right);
293     demo_controller->press(Controller::UP, up);
294     demo_controller->press(Controller::DOWN, down);
295     demo_controller->press(Controller::JUMP, jump);
296     demo_controller->press(Controller::ACTION, action);
297   }
298
299   // save input for demo?
300   if(capture_demo_stream != 0) {
301     capture_demo_stream ->put(main_controller->hold(Controller::LEFT));
302     capture_demo_stream ->put(main_controller->hold(Controller::RIGHT));
303     capture_demo_stream ->put(main_controller->hold(Controller::UP));
304     capture_demo_stream ->put(main_controller->hold(Controller::DOWN));
305     capture_demo_stream ->put(main_controller->hold(Controller::JUMP));   
306     capture_demo_stream ->put(main_controller->hold(Controller::ACTION));
307   }
308 }
309
310 void
311 GameSession::try_cheats()
312 {
313   if(currentsector == 0)
314     return;
315   Player& tux = *currentsector->player;
316   
317   // Cheating words (the goal of this is really for debugging,
318   // but could be used for some cheating, nothing wrong with that)
319   if(main_controller->check_cheatcode("grow")) {
320     tux.set_bonus(GROWUP_BONUS, false);
321   }
322   if(main_controller->check_cheatcode("fire")) {
323     tux.set_bonus(FIRE_BONUS, false);
324   }
325   if(main_controller->check_cheatcode("ice")) {
326     tux.set_bonus(ICE_BONUS, false);
327   }
328   if(main_controller->check_cheatcode("lifeup")) {
329     player_status->lives++;
330   }
331   if(main_controller->check_cheatcode("lifedown")) {
332     player_status->lives--;
333   }
334   if(main_controller->check_cheatcode("grease")) {
335     tux.physic.set_velocity_x(tux.physic.get_velocity_x()*3);
336   }
337   if(main_controller->check_cheatcode("invincible")) {
338     // be invincle for the rest of the level
339     tux.invincible_timer.start(10000);
340   }
341   if(main_controller->check_cheatcode("mortal")) {
342     // give up invincibility
343     tux.invincible_timer.stop();
344   }
345   if(main_controller->check_cheatcode("shrink")) {
346     // remove powerups
347     tux.kill(tux.SHRINK);
348   }
349   if(main_controller->check_cheatcode("kill")) {
350     // kill Tux, but without losing a life
351     player_status->lives++;
352     tux.kill(tux.KILL);
353   }
354   if(main_controller->check_cheatcode("whereami")) {
355     std::cout << "You are at x " << tux.get_pos().x << ", y " << tux.get_pos().y << "." << std::endl;
356   }
357 #if 0
358   if(main_controller->check_cheatcode("grid")) {
359     // toggle debug grid
360     debug_grid = !debug_grid;
361   }
362 #endif
363   if(main_controller->check_cheatcode("gotoend")) {
364     // goes to the end of the level
365     tux.move(Vector(
366           (currentsector->solids->get_width()*32) - (SCREEN_WIDTH*2), 0));
367     currentsector->camera->reset(
368         Vector(tux.get_pos().x, tux.get_pos().y));
369   }
370   if(main_controller->check_cheatcode("finish")) {
371     // finish current sector
372     exit_status = ES_LEVEL_FINISHED;
373     // don't add points to stats though...
374   }
375 }
376
377 void
378 GameSession::check_end_conditions()
379 {
380   Player* tux = currentsector->player;
381
382   /* End of level? */
383   if(end_sequence && endsequence_timer.check()) {
384     exit_status = ES_LEVEL_FINISHED;
385     return;
386   } else if (!end_sequence && tux->is_dead()) {
387     if (player_status->lives < 0) { // No more lives!?
388       exit_status = ES_GAME_OVER;
389     } else { // Still has lives, so reset Tux to the levelstart
390       restart_level();
391     }
392     
393     return;
394   }
395 }
396
397 void
398 GameSession::update(float elapsed_time)
399 {
400   // handle controller
401   if(main_controller->pressed(Controller::PAUSE_MENU))
402     on_escape_press();
403   
404   // advance timers
405   if(!currentsector->player->growing_timer.started()) {
406     // Update Tux and the World
407     currentsector->update(elapsed_time);
408   }
409
410   // respawning in new sector?
411   if(newsector != "" && newspawnpoint != "") {
412     Sector* sector = level->get_sector(newsector);
413     if(sector == 0) {
414       std::cerr << "Sector '" << newsector << "' not found.\n";
415     }
416     sector->activate(newspawnpoint);
417     sector->play_music(LEVEL_MUSIC);
418     currentsector = sector;
419     newsector = "";
420     newspawnpoint = "";
421   }
422
423   // update sounds
424   sound_manager->set_listener_position(currentsector->player->get_pos());
425 }
426
427 void 
428 GameSession::draw()
429 {
430   currentsector->draw(*context);
431   drawstatus(*context);
432
433   if(game_pause)
434     draw_pause();
435
436   if(Menu::current()) {
437     Menu::current()->draw(*context);
438   }
439
440   context->do_drawing();
441 }
442
443 void
444 GameSession::draw_pause()
445 {
446   int x = SCREEN_HEIGHT / 20;
447   for(int i = 0; i < x; ++i) {
448     context->draw_filled_rect(
449         Vector(i % 2 ? (pause_menu_frame * i)%SCREEN_WIDTH :
450           -((pause_menu_frame * i)%SCREEN_WIDTH)
451           ,(i*20+pause_menu_frame)%SCREEN_HEIGHT),
452         Vector(SCREEN_WIDTH,10),
453         Color(0.1, 0.1, 0.1, static_cast<float>(rand() % 20 + 1) / 255.0),
454         LAYER_FOREGROUND1+1);
455   }
456
457   context->draw_filled_rect(
458       Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
459       Color(
460         static_cast<float>(rand() % 50) / 255.0,
461         static_cast<float>(rand() % 50) / 255.0,
462         static_cast<float>(rand() % 50) / 255.0,
463         0.5), LAYER_FOREGROUND1);
464 #if 0
465   context->draw_text(blue_text, _("PAUSE - Press 'P' To Play"),
466       Vector(SCREEN_WIDTH/2, 230), CENTER_ALLIGN, LAYER_FOREGROUND1+2);
467
468   const char* str1 = _("Playing: ");
469   const char* str2 = level->get_name().c_str();
470
471   context->draw_text(blue_text, str1,
472       Vector((SCREEN_WIDTH - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2, 340),
473       LEFT_ALLIGN, LAYER_FOREGROUND1+2);
474   context->draw_text(white_text, str2,
475       Vector(((SCREEN_WIDTH - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2)+blue_text->get_text_width(str1), 340),
476       LEFT_ALLIGN, LAYER_FOREGROUND1+2);
477 #endif
478 }
479   
480 void
481 GameSession::process_menu()
482 {
483   Menu* menu = Menu::current();
484   if(menu) {
485     menu->update();
486
487     if(menu == game_menu) {
488       switch (game_menu->check()) {
489         case MNID_CONTINUE:
490           Menu::set_current(0);
491           break;
492         case MNID_ABORTLEVEL:
493           Menu::set_current(0);
494           exit_status = ES_LEVEL_ABORT;
495           break;
496       }
497     } else if(menu == options_menu) {
498       process_options_menu();
499     } else if(menu == load_game_menu ) {
500       process_load_game_menu();
501     }
502   }
503 }
504
505
506 GameSession::ExitStatus
507 GameSession::run()
508 {
509   Menu::set_current(0);
510   current_ = this;
511   
512   int fps_cnt = 0;
513
514   // Eat unneeded events
515   SDL_Event event;
516   while(SDL_PollEvent(&event))
517   {}
518
519   draw();
520
521   Uint32 fps_ticks = SDL_GetTicks();
522   Uint32 fps_nextframe_ticks = SDL_GetTicks();
523   Uint32 ticks;
524   bool skipdraw = false;
525
526   while (exit_status == ES_NONE) {
527     // we run in a logical framerate so elapsed time is a constant
528     static const float elapsed_time = 1.0 / LOGICAL_FPS;
529     // old code... float elapsed_time = float(ticks - lastticks) / 1000.;
530     if(!game_pause)
531       game_time += elapsed_time;
532
533     // regulate fps
534     ticks = SDL_GetTicks();
535     if(ticks > fps_nextframe_ticks) {
536       if(skipdraw == true) {
537         // already skipped last frame? we have to slow down the game then...
538         skipdraw = false;
539         fps_nextframe_ticks -= (Uint32) (1000.0 / LOGICAL_FPS);
540       } else {
541         // don't draw all frames when we're getting too slow
542         skipdraw = true;
543       }
544     } else {
545       skipdraw = false;
546       while(fps_nextframe_ticks > ticks) {
547         /* just wait */
548         // If we really have to wait long, then do an imprecise SDL_Delay()
549         Uint32 diff = fps_nextframe_ticks - ticks;
550         if(diff > 15) {
551           SDL_Delay(diff - 10);
552         } 
553         ticks = SDL_GetTicks();
554       }
555     }
556     fps_nextframe_ticks = ticks + (Uint32) (1000.0 / LOGICAL_FPS);
557
558 #if 0
559     float diff = SDL_GetTicks() - fps_nextframe_ticks;
560     if (diff > 5.0) {
561          // sets the ticks that must have elapsed
562         fps_nextframe_ticks = SDL_GetTicks() + (1000.0 / LOGICAL_FPS);
563     } else {
564         // sets the ticks that must have elapsed
565         // in order for the next frame to start.
566         fps_nextframe_ticks += 1000.0 / LOGICAL_FPS;
567     }
568 #endif
569
570     process_events();
571     process_menu();
572
573     // Update the world state and all objects in the world
574     // Do that with a constante time-delta so that the game will run
575     // determistic and not different on different machines
576     if(!game_pause && !Menu::current())
577     {
578       // Update the world
579       check_end_conditions();
580       if (end_sequence == ENDSEQUENCE_RUNNING)
581         update(elapsed_time/2);
582       else if(end_sequence == NO_ENDSEQUENCE)
583         update(elapsed_time);
584     }
585     else
586     {
587       ++pause_menu_frame;
588     }
589
590     if(!skipdraw)
591       draw();
592
593     // update sounds
594     sound_manager->update();
595
596     /* Time stops in pause mode */
597     if(game_pause || Menu::current())
598     {
599       continue;
600     }
601
602     //frame_rate.update();
603     
604     /* Handle music: */
605     if (currentsector->player->invincible_timer.started() && !end_sequence)
606     {
607       currentsector->play_music(HERRING_MUSIC);
608     }
609     /* or just normal music? */
610     else if(currentsector->get_music_type() != LEVEL_MUSIC && !end_sequence)
611     {
612       currentsector->play_music(LEVEL_MUSIC);
613     }
614
615     /* Calculate frames per second */
616     if(config->show_fps)
617     {
618       ++fps_cnt;
619       
620       if(SDL_GetTicks() - fps_ticks >= 500)
621       {
622         fps_fps = (float) fps_cnt / .5;
623         fps_cnt = 0;
624         fps_ticks = SDL_GetTicks();
625       }
626     }
627   }
628  
629   // just in case
630   currentsector = 0;
631   main_controller->reset();
632   return exit_status;
633 }
634
635 void
636 GameSession::finish(bool win)
637 {
638   if(win)
639     exit_status = ES_LEVEL_FINISHED;
640   else
641     exit_status = ES_LEVEL_ABORT;
642 }
643
644 void
645 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
646 {
647   newsector = sector;
648   newspawnpoint = spawnpoint;
649 }
650
651 void
652 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
653 {
654   reset_sector = sector;
655   reset_pos = pos;
656 }
657
658 std::string
659 GameSession::get_working_directory()
660 {
661   return FileSystem::dirname(levelfile);
662 }
663
664 void
665 GameSession::display_info_box(const std::string& text)
666 {
667   InfoBox* box = new InfoBox(text);
668
669   bool running = true;
670   while(running)  {
671
672     main_controller->update();
673     SDL_Event event;
674     while (SDL_PollEvent(&event)) {
675       main_controller->process_event(event);
676       if(event.type == SDL_QUIT)
677         throw std::runtime_error("Received window close event");
678     }
679
680     if(main_controller->pressed(Controller::JUMP)
681         || main_controller->pressed(Controller::ACTION)
682         || main_controller->pressed(Controller::PAUSE_MENU)
683         || main_controller->pressed(Controller::MENU_SELECT))
684       running = false;
685     box->draw(*context);
686     draw();
687     sound_manager->update();
688   }
689
690   delete box;
691 }
692
693 void
694 GameSession::start_sequence(const std::string& sequencename)
695 {
696   if(sequencename == "endsequence" || sequencename == "fireworks") {
697     if(end_sequence)
698       return;
699     
700     end_sequence = ENDSEQUENCE_RUNNING;
701     endsequence_timer.start(7.0); // 7 seconds until we finish the map
702     last_x_pos = -1;
703     sound_manager->play_music("music/leveldone.ogg", false);
704     currentsector->player->invincible_timer.start(7.0);
705
706     if(sequencename == "fireworks") {
707       currentsector->add_object(new Fireworks());
708     }
709   } else if(sequencename == "stoptux") {
710     end_sequence =  ENDSEQUENCE_WAITING;
711   } else {
712     std::cout << "Unknown sequence '" << sequencename << "'.\n";
713   }
714 }
715
716 /* (Status): */
717 void
718 GameSession::drawstatus(DrawingContext& context)
719 {
720   player_status->draw(context);
721
722   if(config->show_fps) {
723     char str[60];
724     snprintf(str, sizeof(str), "%2.1f", fps_fps);
725     context.draw_text(white_text, "FPS", 
726                       Vector(SCREEN_WIDTH -
727                              white_text->get_text_width("FPS     ") - BORDER_X, BORDER_Y + 40),
728                       LEFT_ALLIGN, LAYER_FOREGROUND1);
729     context.draw_text(gold_text, str,
730                       Vector(SCREEN_WIDTH-4*16 - BORDER_X, BORDER_Y + 40),
731                       LEFT_ALLIGN, LAYER_FOREGROUND1);
732   }
733 }
734
735 void
736 GameSession::drawresultscreen()
737 {
738   char str[80];
739
740   DrawingContext context;
741   for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
742       i != currentsector->gameobjects.end(); ++i) {
743     Background* background = dynamic_cast<Background*> (*i);
744     if(background) {
745       background->draw(context);
746     }
747   }
748
749   context.draw_text(blue_text, _("Result:"), Vector(SCREEN_WIDTH/2, 200),
750       CENTER_ALLIGN, LAYER_FOREGROUND1);
751
752   sprintf(str, _("SCORE: %d"), global_stats.get_points(SCORE_STAT));
753   context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2, 224), CENTER_ALLIGN, LAYER_FOREGROUND1);
754
755   sprintf(str, _("COINS: %d"), player_status->coins);
756   context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2, 256), CENTER_ALLIGN, LAYER_FOREGROUND1);
757
758   context.do_drawing();
759   
760   wait_for_event(2.0, 5.0);
761 }
762
763 std::string slotinfo(int slot)
764 {
765   std::string tmp;
766   std::string slotfile;
767   std::string title;
768   std::stringstream stream;
769   stream << slot;
770   slotfile = "save/slot" + stream.str() + ".stsg";
771
772   try {
773     lisp::Parser parser;
774     std::auto_ptr<lisp::Lisp> root (parser.parse(slotfile));
775
776     const lisp::Lisp* savegame = root->get_lisp("supertux-savegame");
777     if(!savegame)
778       throw std::runtime_error("file is not a supertux-savegame.");
779
780     savegame->get("title", title);
781   } catch(std::exception& e) {
782     return std::string(_("Slot")) + " " + stream.str() + " - " +
783       std::string(_("Free"));
784   }
785
786   return std::string("Slot ") + stream.str() + " - " + title;
787 }
788
789 bool process_load_game_menu()
790 {
791   int slot = load_game_menu->check();
792
793   if(slot == -1)
794     return false;
795   
796   if(load_game_menu->get_item_by_id(slot).kind != MN_ACTION)
797     return false;
798   
799   std::stringstream stream;
800   stream << slot;
801   std::string slotfile = "save/slot" + stream.str() + ".stsg";
802
803   sound_manager->stop_music();
804   fadeout(256);
805   DrawingContext context;
806   context.draw_text(white_text, "Loading...",
807                     Vector(SCREEN_WIDTH/2, SCREEN_HEIGHT/2),
808                     CENTER_ALLIGN, LAYER_FOREGROUND1);
809   context.do_drawing();
810
811   WorldMapNS::WorldMap worldmap;
812
813   worldmap.set_map_filename("/levels/world1/worldmap.stwm");
814   // Load the game or at least set the savegame_file variable
815   worldmap.loadgame(slotfile);
816
817   worldmap.display();
818
819   Menu::set_current(main_menu);
820
821   return true;
822 }